Several suggestions

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spitfiRe-
Posts: 53
Joined: 2008-01-03 14:30

Several suggestions

Post by spitfiRe- »

First of all, I was sceptic at first for the 0.7, and at the release I was like " whoaaaaaaaaaat ? wtf ? :| " . But now, having experienced many Teamplayed rounds, it's starting to be really enjoyable / nice.

But there are still some improvements for my point of view.

-> First, that is just a little thing, but change some sounds of vehicles
The Ah-6 Little Bird, the sound of that chopper is just too nice, look at some videos, you'll see it's a lot more ugly :D
The A-10 ( which is an absolutely great plane ), sound is not loud enough ( yeahyeah it's already loud but still :D )
As if that is not enough, the sound of the tank should be improved as well.

-> Then, regarding the new whole infantry combat system..

First of all, less deviation, more recoil !
This way, people won't automatically go prone then should about 10 rounds and then sprint and prone and kill and so it goes on..

Then, the fact that you don't know when you are stable, and in the other post ( " i hate to say this " that i can't find anymore ), as is said like an indicator of when you are stable with your weapon, regarding the deviation. Like the at kit, those four lines coming slowly together..
There is also the problem that, it doesn't matter if you move 1 inch when you are in prone or crouched, or if you sprint like a 100 meters and the lye down and then still wait 3 secs to shoot.
I don't know if it is hardcoded, but like I said a few lines earlier, those four lines coming together won't automatically go nuts after moving 1 inch ( like in AT kit )

Well, there is still the CONSTANT camping-proning problem :
Let me explain, I join a server, I don't see anything, move on and then hu 3 guys appear from nowhere ( because there were lying in the gras ) and then kill me.
And automatically, when they see you they go prone IMMEDIATLY.
I don't know if you have experience in proning ( :D ), but it's absolutely not as easy as it looks. I play softair from time to time, and proning like that, well you would just hurt yourself.
That why, you should put in the same effect when you prone as when you jump, meaning when you prone you lose like 10 bars of your sprint.

It's not so unrealistic, neither realistic, but it will avoid those proning guys. That way, you will have more crouch fights, and you will be able to prone like 2 times in a row.

Ok I think I'm about done.
I just have one thing to add, either increase the speed of the jets, or decrease the speed from the bombers, because ( as you may see in a A10 documentary ), A10 et bombers are slow, but can go high altitude.
Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

spitfiRe- wrote:I play softair from time to time, and proning like that, well you would just hurt yourself.
Yeah you know that it hurts to hit the deck because you play soft air... The difference between soft air and real combat is that in real combat people die and in soft air you might get a bruise... So hitting the deck and getting a bruise is alot better option than not hitting the deck and dying...
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Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
Thunderchunk
Posts: 41
Joined: 2006-05-19 20:02

Post by Thunderchunk »

Yea but in real combat you have bulky body armour on and a lot of kit (60lbs +) have you every tried firing and manouvering in full load, its exhausting, it isnt long before you're getting up and going down so slow you may as well not bother... You are picking up a lot of weight multiple times, bearing in mind you are running around and the andrenaline is going.

Dont even get me started on actual practical prone firing positions... With our Osprey body armour and then webbing and patrol sack it is impossible to get the rifle into an accurate firing position on flat ground. and actually looking forward and not down at the ground is actually difficult itself. This meant we really needed a bundline of some sort to fire from.

LMGs and GPMGs are not as diffucult as because of the bipod legs your left hand is not on a hardguard and instead on the butt or wherever else the firing feels comfortable

I think the man has made a very good suggestion which would add to realism. And im thinking thats what we are all about here..
1 Royal Anglian - The VIkings
Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

Yeah I have fired and maneuvred in full load many times, I know it is exhausting. All Im saying is that the simple fact that it is painful to hit the deck really isn't a valid reason for saying that it is unrealistic.

I have never been in a real combat situation but I have military experience and I know that combat is extremely tiresome. What Im saying is that when we trained I never even hesitated (and nor did any of my squadmembers) to throw myself chest first to the ground if it meant that we either avoided detection or if we managed to not get hit.

Im all for adding an effect that simulates getting tired from getting up from prone several times in a row, I just dont want to add an effect because of proning being painful.
Image
Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
spitfiRe-
Posts: 53
Joined: 2008-01-03 14:30

Post by spitfiRe- »

Not much going on here.. Maybe nobody read it.. or maybe you just don't reply ;)


And I also had another idea, for the maps where theres a transpo-helicopter, like Kashan with the black hawk, each coalition / side should have a new kit.
Like a " para kit " , a kit kinda like the specops or some like that.
The kit would have : Knife, rifle ( m4 / m16 ) , frag, smoke, field and a Parachute.
That way, the kit doesn't have any advantages ( weaponwise ) but they have a parachute.

Just a thought ;)
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

spitfiRe- wrote:Not much going on here.. Maybe nobody read it.. or maybe you just don't reply ;)


And I also had another idea, for the maps where theres a transpo-helicopter, like Kashan with the black hawk, each coalition / side should have a new kit.
Like a " para kit " , a kit kinda like the specops or some like that.
The kit would have : Knife, rifle ( m4 / m16 ) , frag, smoke, field and a Parachute.
That way, the kit doesn't have any advantages ( weaponwise ) but they have a parachute.

Just a thought ;)
Parachute coding's been changed so that you really wouldnt get much use out of that kit as you would die upon landing.

Your chute must be open for XX seconds [20? 30?] before you land to ensure you dont take damage.

Just land the dang chopper/get close to the ground. You wouldnt just parachute from a chopper at like 20 feet up...
spitfiRe-
Posts: 53
Joined: 2008-01-03 14:30

Post by spitfiRe- »

Yeah, I know that you have to be in the air for like 20-30 secs.. but if 6 guys jump out of a blackhawk with para-kits, and the infantry doesn't automatically look up.. soo :)

It's just a thought ;)
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

Personally, the further we get from leet-parachute having spec ops behind the lines type roles, the happier I get, so honestly, I dont want any extra kit having a chute and such for deep-penetrating 1337 missions unless its for a certain map. As in a map where you spawn in a cargo plane parachuting down or something... wasn't there one of those kind of in the making? or was that snake doctor?
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

spitfiRe- wrote:First of all, less deviation, more recoil !
This way, people won't automatically go prone then shoot about 10 rounds
Huh? Less deviation causes prone shooting. We don't need less deviation, we need MORE. More deviation while running and more deviation while going prone..

This way, running/prone shooting makes you fumble your rifle and shoot yourself in the nose.
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

I'm not sure exhaustion from proning or getting up would resolve the problem. The problem is the high accuracy given as soon as you go prone. Nobody, whether they are in full battle armor or not, can dive onto the ground and fire off three accurate shots in as many seconds, the simple shock through your system would make you incapable of getting your eye to your ironsights or scope in that time, let alone lining up the assault rifle in the first place.

Would be nice if there were two prone controls, one sent you to the ground fast and froze firing for 5-10 seconds, and the second put you into a crouch animation then prone animation with no firing delay. So you can dive to the ground to avoid fire and you can also lay down in a firing position to fire.
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

definently need like 10x less deviation, its absolutely ridiculous to have as much deviation as there is now. killing some 1 at 20m is a really hard task now. with ping and hit detection and BF2 engine as it is, we really dont need any more reasons to have to empty a clip on a guy then we already have.
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Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

Or add a firing delay just after going prone.
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